The optimal gear we’re looking for is extraordinarily hard to find because of the new system in place causing Ancestrals to rarely drop, and when they do its only a couple. Since we will spend 20 minutes in Infernal Hordes, possibly the best place to consistently farm gear, we get maybe 2 pieces of ancestral gear per run. One of them MIGHT be the type of gear we need, and it MIGHT have 2 of the 3 stats we require. Now we have to pray to god that we get our tempers within 12 rolls MAX (more if its GA) or we lose the gear permanently (Check Wudi’s video in this link to see why this is ridiculously hard to do, and some reasons why i cant use more accurate #'s in my math: https://youtu.be/alPdqA0I0wA?si=g43WZZ1rrjhqStpR).
Lets do some crude math with we know, we’ll compare apples to apples here, which ironically isnt the best comparison, but we’ll look at Infernal Hordes last season vs this season as our baseline… In 1 hour, we complete 3 runs (60 minutes an hour divided by 20 minutes = 3 runs).
Last season, 1 hour of horde runs: 3 runs with last seasons mechanics would easily net us 1 full inventory of ancestral gear per run. We can easily fill up with even more in Season 5 because we can repeatedly open the loot chest, so we can count all 33 slots as Ancestrals due to last seasons mechanics. 33 ancestrals times 3 runs = 99 ancestrals per hour. Then we get 5 chances to temper for a total of 495 chances to get the tempers we want. I think that creates some ok odds, but based on all other factors its just still not enough and is why people complained so much.
Now with season 6: 1 hour of Infernal Hordes is 3 runs, each run netting roughly 2 pieces of Ancestral gear (for me at least) for 6 total pieces an hour. Multiply this by 12 possible tempers since we can retemper and we now have 72 chances to get the tempers we want on the gear.
Lets compare!
495 chances last season vs 72 chances this season. Thats an 85.5% reduced chance of getting our tempers… I could see this being a thing in Eternal since progress doesnt really end after a short period of time, but in a time limited season, this is easily going to prevent most players from getting anywhere near the end, like… maybe not even surpass 50% progress towrards completing a build.
Likely the chances are actually worse than that due to the following factors:
- Less loot = less chances to get the piece we need (chest, legs, etc…)
- Less loot = less chances to get the stat combo’s we need
- Reduced chances for the good tempers = more failed tempers
- Reduced chances for the good stats on gear = less usable loot
- and probably more…
Please correct me if im wrong! Im not the best at math and i really hope im extremely far off! But also keep in mind, with Hordes in Season 6, its the best and most consistent way of getting Ancestral’s, with the highest count of ancestrals per hour (that i’ve found). In season 5, its NOT the best. You can get 99 in an hour in hordes season 5, but if you did Helltides or NMD’s, you could get SIGNIFICNATLY more, several inventorys full! So this 85.5% reduced chance of getting what we want vs last season is our best case scenario…
If somebody averages 3 pieces per run in season 6, then its a 78.2% decrease
4 per run is a 70.9% decrease
5 per run is a 63.6% decrease
In any situation, the decrease is DRAMATICALLY high when in reality we really should have more of an increase, or different mechanics. Current mechanics make you feel defeated when you spent 6 days trying to get that 1 ring just to brick it. Season 5 and before you might get a few a day.
If the game could be coded to hold true to roll percentages, meaning if we are tempering Movement Speed and there’s 4 different tempers we could roll, guaranteeing 25% chance would make significantly more sense to me, you would roll it within 4 rolls every time. You’d still brick items, but it would happen less. There’s many options, this was just an example.
I’m super frustrated that our retemper scrolls can only be used once. I understand giving items an end… but… why like this? How does it make sense? Why cant it live in my inventory for as long as it takes to roll what i need and wear it, or find something better and salvage it? There’s still an end… This is a season, i think some mechanics like this should be modified strictly for season’s. This is all just my opinion, some will agree, some will disagree, some will both agree and disagree. I just want Blizzard to see this as feedback and consider it with future changes.